// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Effect" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Float1("Float1",Float) = 0.0
	}

	SubShader {
		Pass {
			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag

			uniform sampler2D _MainTex;
			uniform float _Float1; 
			
			struct Input {
				float4 pos : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f {
				float4 pos : POSITION;
				float2 uv : TEXCOORD0;
			};

			v2f vert( Input i) {
				v2f o;
				o.pos = UnityObjectToClipPos (i.pos);
				o.uv = i.uv;
				return o;
			}

			float4 frag (v2f i) : COLOR {		 	 
				float4 outColor;				
				outColor = tex2D( _MainTex, i.uv) + _Float1;
			    return outColor;
			}
			ENDCG
		}
	}
	Fallback off
}
